Jump to content

Shadow Casters?


gryphonaerie

Recommended Posts

I sense you are talking about an exterior... You can just use any static geometry to cast shadows - if I need shadows I would use a simple floor panel... and when I needed a nice cave I took a static rock I liked, edited it to have a hole in a 3d program, flipped the faces in nifskope so the textures will face the inside... and put it together with an un-flipped version of it at the same spot to get the outside texture too... worked well for my needs...

 

I don't think you should expect pitch black in an exterior during daytime (I think it's only as dark as the shadows are in that space) - but at night it will be very dark...

 

You could also ask around the more skilled modders how you can change the imagespace with a trigger... I think that will get you a darker cave during daytime... and more control on the lighting conditions...

 

If you are up to it you can try yourself... take a look at this:

 

http://www.creationkit.com/ImageSpaceModifier_Script

Edited by rockyourazz
Link to comment
Share on other sites

I think I know what you're asking. I don't know how well you know the CK so I'll give a general explanation.

 

Under the "light" section of the editor choose a type of light you want, say for instance "DefaultTorch01". That will cast shadows. If the name has "NS" on the end then it won't cast shadows. For example "DefaultTorch01NS". So once you put the first one in most objects should cast shadows near it.

 

One thing to remember is that I don't think that shadows are displayed in the CK, so you'll have to load it up in game to see the effect. Unless there's an option to change it or something is wrong with my version, not sure.

 

Hope that helps.

Link to comment
Share on other sites

Well, to explain, I have made a worldspace that is going to be a large cave, using the lighting template 'EastEmpireCaveFar' with climate of 'BlackreachClimate'. I don't plan to use any shadow-casting lightsources if I can get away with it for performance's sake.

 

What I am trying to do is have the ceiling cave pieces with the sunshafts in them, and place a shadow source at the top so that they fade into darkness, to make it look like cave chimneys heading off into the black reaches of the earth.

Link to comment
Share on other sites

Hi again griphonaerie,

 

I am not that familiar with worldspaces - but maybe you could try using one light (with shadows on) and no terrain at all - and have just a custom "floor for your cave (with strategically placed openings) ... and then light the whole worldspace from under (not top like the sun...)... that way you should have the lighting fade to black when it goes to the top of the cave... and just use FX objects for the light shafts from the top of the cave...

 

Or just simply use one light with no shadows and make the top of the cave higher than the radius of the light... then use fx to simulate the light shafts...

Edited by rockyourazz
Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...